Mercurial > touhou
view pytouhou/games/eosd/interface.py @ 612:73f134f84c7f
Request a RGB888 context, since SDL2’s default of RGB332 sucks.
On X11/GLX, it will select the first config available, that is the best
one, while on EGL it will iterate over them to select the one closest
to what the application requested.
Of course, anything lower than RGB888 looks bad and we really don’t
want that.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 26 Mar 2015 20:20:37 +0100 |
parents | 244c99c568c8 |
children | d1f0bb0b7a17 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2014 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from pytouhou.game.effect import Effect from pytouhou.game.text import Text, Counter, Gauge, NativeText class Interface(object): width = 640 height = 480 game_pos = (32, 16) def __init__(self, resource_loader, player_state): self.game = None self.player_state = player_state front = resource_loader.get_single_anm('front.anm') self.ascii_anm = resource_loader.get_single_anm('ascii.anm') self.highscore = 1000000 #TODO: read score.dat self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] + [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] + [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] + [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] + [Effect((0, 0), i, front) for i in reversed(range(6))] + [Effect((0, 0), i, front) for i in range(9, 16)]) for item in self.items: item.sprite.allow_dest_offset = True #XXX self.level_start = [] self.labels = { 'highscore': Text((500, 58), self.ascii_anm, front, text=b'0'), 'score': Text((500, 82), self.ascii_anm, front, text=b'0'), 'player': Counter((500, 122), front, front, script=16, value=0), 'bombs': Counter((500, 146), front, front, script=17, value=0), 'power': Text((500, 186), self.ascii_anm, front, text=b'0'), 'graze': Text((500, 206), self.ascii_anm, front, text=b'0'), 'points': Text((500, 226), self.ascii_anm, front, text=b'0'), 'framerate': Text((512, 464), self.ascii_anm, front), 'debug?': Text((0, 464), self.ascii_anm, front), # Only when there is a boss. 'boss_lives': Text((80, 16), self.ascii_anm), 'timeout': Text((384, 16), self.ascii_anm), } self.labels['boss_lives'].set_color('yellow') self.boss_items = [ Effect((0, 0), 19, front), # Enemy Gauge((100, 24), front), # Gauge Gauge((100, 24), front), # Spellcard gauge ] for item in self.boss_items: item.sprite.allow_dest_offset = True #XXX def start_stage(self, game, stage): self.game = game if stage < 6: text = ('STAGE %d' % stage).encode() elif stage == 6: text = b'FINAL STAGE' elif stage == 7: text = b'EXTRA STAGE' self.stage_name = NativeText((192, 200), game.std.name, shadow=True, align='center') self.stage_name.set_timeout(240, effect='fadeout', duration=60, start=120) self.set_song_name(game.std.bgms[0][0]) self.level_start = [Text((16+384/2, 200), self.ascii_anm, text=text, align='center')] #TODO: find the exact location. self.level_start[0].set_timeout(240, effect='fadeout', duration=60, start=120) self.level_start[0].set_color('yellow') def set_song_name(self, name): #TODO: use the correct animation. self.song_name = NativeText((384, 432), '♪ ' + name, shadow=True, align='right') self.song_name.set_timeout(240, effect='fadeout', duration=60, start=120) def set_boss_life(self): if not self.game.boss: return self.boss_items[1].maximum = self.game.boss.life or 1 self.boss_items[2].maximum = self.game.boss.life or 1 def set_spell_life(self): self.boss_items[2].set_value(self.game.boss.low_life_trigger if self.game.boss else 0) def update(self): for elem in self.items: elem.update() for elem in self.level_start: elem.update() if elem.removed: #XXX self.level_start = [] player_state = self.player_state self.highscore = max(self.highscore, player_state.effective_score) self.labels['highscore'].set_text('%09d' % self.highscore) self.labels['score'].set_text('%09d' % player_state.effective_score) self.labels['power'].set_text('%d' % player_state.power) self.labels['graze'].set_text('%d' % player_state.graze) self.labels['points'].set_text('%d' % player_state.points) self.labels['player'].set_value(player_state.lives) self.labels['bombs'].set_value(player_state.bombs) if self.game.boss: boss = self.game.boss life_gauge = self.boss_items[1] life_gauge.set_value(boss.life) spell_gauge = self.boss_items[2] spell_gauge.sprite.color = (255, 192, 192) if boss.life < spell_gauge.value: spell_gauge.set_value(boss.life) for item in self.boss_items: item.update() self.labels['boss_lives'].set_text('%d' % boss.remaining_lives) self.labels['boss_lives'].changed = True timeout = min((boss.timeout - boss.frame) // 60, 99) timeout_label = self.labels['timeout'] if timeout >= 20: timeout_label.set_color('blue') elif timeout >= 10: timeout_label.set_color('darkblue') else: if timeout >= 5: timeout_label.set_color('purple') else: timeout_label.set_color('red') if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0: self.game.sfx_player.set_volume('timeout.wav', 1.) self.game.sfx_player.play('timeout.wav') timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0)) timeout_label.changed = True